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How to Play Ekko Mid Again Mages

Champion Build Guide


*Thank YOU FOR

OVER iii MILLION VIEWS

ON THIS GUIDE!*

Hullo there I am Ekko Rush B!
I wanted to create this Guide to show y'all how I play Ekko, the male child who shattered time and help the people who'd like to quickly learn him.
I ordinarily finish every flavor in diamond elo with a ~threescore% Winrate on Ekko, both midlane and jungle.
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What does this Guide feature?
> A modernistic and different Nashor's Tooth Build
> Basic Mechanics and
> Frequent Updates on every Patch
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Besides I'd similar to mention that English language is non my native language and then please excuse me for mistakes.

Pros

+Massive damage
+Outplay Potential
+Lockdown
+Teamfighting
+Great Mobility
+Assasin Potential
+Survivability
Ekko is one of the best allround champions there is and is a really good pick for solo queue. He is a very mobile and condom assasin through Phase Dive and Chronobreak and his passive. Ekko's massive harm output shines the brightest when combining all of his abilities and allows him to assasinate targets and survive teamfights.

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Cons

-Difficult late game
-Squishy
-Extremly difficult confronting shields
-Vulnerable to Crowd-Control
-Like shooting fish in a barrel to mess up
-Very brusk burst range
Ekko has groovy damage, simply he is still squishy, which actually does not come up in handy with his short flare-up range. Yous are as well forced to dive in the enemy team to impale priority targets, which makes him actually susceptible to cc, as your simply style out with Chronobreak can be interrupted hands with stuns, roots etc. His belatedly game is the hardest point of the game, as this is where ADCs deal the nearly damage and where supports shield for a huge amount.


Other Options:

Ignite : Not bad when y'all want kill pressure in Lane and a way to secure kills. It's also a proficient summoner spell to deal with large healing in the mid- to late game.

Cleanse : Underrated, simply a really good choice sometimes. It not just allows you to use your ultimate (excluding scenarios where you are suppressed or airborne) when existence stunned, rooted etc. but it too grants you the big burst of tenacity for a curt amount of fourth dimension to deal with follow upward crowd-crontrol.

DOMINATION:

Electrocute is your go-to Keystone rune every bit it adds burst and impairment to trades and fights!

SORCERY:

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Other Options

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Gathering Storm : Gives you lot actress AP based on the games length. I choose this rune if im going for a petty tankier build (like Abyssal Mask) and want to brand up for the AP im giving upward.

Dark Harvest : This rune needs its time to be noticable, just one time you accept enough stacks, it adds a lot of instant burst to your kit.

Weaker laning stage, stronger assasination potential in late game

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SHARDS:

Mostly, you should pick the outset ii adaptive force shards for more than ability power, which helps in the early stages in the game. As for defense, option up either a magic resist or armor shard, depending on what you play against.

If you did not option up the Transcendence rune, the ability haste shard can also make up for that, as it also gives 8 ability haste in total.

You can besides choose the 10% attack speed shard for bigger synergy with Nashor'south Tooth.

Additionally, if you lot feel similar you will have a difficult fourth dimension laning against a certain champion, you lot may wanna choose two armor/magic resist shards.

Starting Items:

Normal Starters on Ekko are Doran's Band and two Wellness Potions.

The extra healths gives y'all more than survivability for all-in's and the mana-regen helps for early mana problems for the huge Timewinder mana costs.

Culling Starters are Corrupting Potion and Night Seal.

Corrupting Potion is the style to become when you lane against range poke champions (similar Ziggs). Not only you have iii charges, each restoring 125 wellness and 75 mana, but you also accept the passive that'southward dealing a little bit of magic harm when damaging your laner. The merely downside is that you won't have much AP for the outset few levels.

Your second alternative is the Night Seal+ Refillable Potion start. You should choose this when you lot take a good matchup that yous know you will about likely dominate, like Aurelion Sol, because when fully stacked, this item will give you forty AP in full. This has 2 downsides though, kickoff of it existence that y'all tin can run out of mana really fast, because this item will not give mana back in any mode and the second one is, of course, that y'all tin lose these stacks.
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On your First Back y'all'd like to selection up an early Hextech Alternator. This item gives you a nice amount of AP + the passive which makes your trades even ameliorate and it'south also the first part for Hextech Rocketbelt.
If you want and accept enough Gold you can pick upwardly some other Amplifying Tome and/or Boots to move a little faster.
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The Core Items nosotros want to go are Hextech Rocketbelt and Nashor's Molar. These Items give you an insane powerspike and allow yous to deal a crazy amount of harm early on.
Followed by that you want to pick upward a Void Staff, so you deal most true damage on squishy targets and to handle enemies who already offset edifice magic resist.
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Your Total Build should look like this:

Item Sequence

With this Build you have a bully damage output with your Core Items, magic penetration with Void Staff, defensive tools through the Zhonya's Hourglass and a high amount of AP with Deathcap.
If you want you can switch the Zhonya's Hourglass with Banshee's Veil, depending if the enemy team is rather AP-heavy.
You lot tin as well swap out the Sorcerer'southward Shoes with Plated Steelcaps or Mercury'southward Treads if you need some extra defenses or make utilise of information technology'southward passives.

Lich Blight vs. Nashor'southward Molar


LICH BANE

VS


NASHOR'Due south Tooth

I commonly suggest to go for Nashor's Tooth considering information technology feels smoother to play with, just in the end in comes down to personal preferance.

When playing Ekko in the lane, yous take to arrange your playstyle a piddling depending who you are facing and what kind of champion they are. These are the usual matchups:

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Assasins


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Anti-Mages/Anti-Assasins


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Mages


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E+Q Cancel


One important thing y'all have to acquire is the the very fast Eastward+Q Combo. The trick for this is to Phase Dive and while yous're in the Due east Animation, you use Timewinder to abolish the Q Animation. With this neat flim-flam it is harder for your enemy to dodge your Timewinder and information technology increases your chances to proc your passive in a trade.

With Animation Cancel:

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Without Animation Cancel:

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Subconscious Parralel Convergence


Another play a joke on, not just for laning but also extremely useful for teamfighting.
When you cast your Parallel Convergence, a audio effect plays and a clone will appear, throwing out the sphere. This alone is enough for the enemy to know that you've just placed a W on their caput.
Just if you cast it somewhere where they don't take vision, there will be no bandage sound and the clone is not visible for them.
After you pushed in the minion wave, hide in a bush or backside a wall and cast your Parallel Convergence. The enemy volition just walk towards yous to farm, only then suddenly y'all Phase Dive on him, while the
Parallel Convergence is right on top of them to stun them.
This lets you get a gratis passive proc plus a full spell rotation on your enemy, leaving them with roughly 2/5 HP on their Lane. This is an easy way to get rid of the enemies lane pressure and if they back you can just push the moving ridge in and look for a roam!

In a teamfight as Ekko, you should e'er look for the correct time to become in.
Mainly, yous would like to wait until the enemies wasted their CC spells, or shields/heals on their conduct
Look for opportunities to land a great W (Example "Initiator" Playstyle) and to catch the Carrys off guard.
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Depending on the situation, there are about three ways to play a teamfight.
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► ► ► ► ► Assasin ◄ ◄ ◄ ◄ ◄

As I said, you should always wait a bit and look for the perfect opportunity to dive in.
to get on the enemy ADC, either endeavor and predict the movement with your W, or you lot flank them (Coming from behind, Phase Dive over a Wall).
Once your Setup is complete, leap on the Carry with your Eastward and follow upwards with your Q (Ideally E+Q Cancel), use Hextech Rocketbelt and AA for the passive proc.
Now you simply run away or apply your ultimate back to safety.

Here is a video fabricated past me to demonstrate:

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*Video contains one-time Gunblade item
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► ► ► ► ► Initiator ◄ ◄ ◄ ◄ ◄

Your Parallel Convergence is the perfect tool to initiate a fight.
This ability is everything you want: An AoE i.75 2d Stun.
If you succesfully land a 3,4 or even v Man W, the fight is definitely on your Side.
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Your Due west tin exist a really skillful Ability when used at the right location at the right time and tin single-handedly carry a fight.
If you don't accept someone on your team that could engage like Amumu or Maokai, don't be scared to first a fight all past yourself.

Tip:

Try and look a few seconds earlier you lot throw out your Parallel Convergence. Firstly, you should expect and see how the enemy squad positions themselfs.
I of the main questions you should ask yourself before going in:
╔Where is the ADC most of the fourth dimension?
╠Is their Back up in the Backline/Frontline?
╚Do they have a big disengage?
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► ► ► ► ► Support ◄ ◄ ◄ ◄ ◄

With your abilities you are able to peel your carry pretty skilful all by yourself. Y'all have a 60% Slow on your Timewinder and a 40% Slow or 2.25 Sec. stun on your Parallel Convergence. And so sticking to your ADC will give him an easier time killing and out-kiting tanks like Cho'Gath or Darius who don't have any gap-closer at all.
Your Parallel Convergence also helps taking downwardly tanks, as your car attacks deal more damage to enemies beneath 30% HP, scaling with their missing life.

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You can likewise switch around these Playstyles. For case, once you succesfully killed the enemy ADC, maybe yous should look and try to help your Teammates instead of jumping on another target.

Too go along in mind that Ekko is a skirmisher, you tin theoratically deal with anyone if played smart.

Auto Reset:

Utilize Phase Dive right after auto attacking for an auto attack reset.

No more missclicking:

Using Stage Dive earlier ulting volition automatically set on the nearest enemie after the ult. (Don't practise this if you want to hit a specific target in a group)

What is happening:

If y'all find it difficult to predict an enemie with your Parallel Convergence, keep in mind that proccing it for the shield is besides an selection.

Don't waste material it!:

Y'all shouldn't ever use your ultimate in the early stages when you know that you're going to die 100%. Go along it and then you don't have to play passively because information technology's on cooldown when yous come back to lane.

Early Game: half-dozen/10 Ekko's early is. simply put, not the worst merely also not the best.
Mid Game: ten/10 This is Ekko'south all-time time to smoothen. Great impairment, while the enemies are nonetheless quite squishy, perfect!
Late Game: 7/10 Ekko is even so a stiff champion in late game, though it can be quite challenging when it comes to eliminating priority targets.
Laning Phase: 6/x Well... Ekko is melee, just his trade are quite good and farming is fabricated easier with your passive.
Items: 9/10 Many Items in Season 12 synergyse well with Ekko.
Runes: 9/10 Ekko has many slap-up Keystone options for runes which allows for different playstyles and more than adaptation to the enemy team.

August 8th 2017:
Creation of this Guide

October 25th 2017:
Changes on Item Build.
Adjusted Masterys.

Nov 8th 2017:
Changes on Runes. (New Runes System)
Added Chapter "Masterys"
Added Chapter "Ekko Currently"

November 11th 2017:
Updated Lane Phase Videos to Flavor 8

March 14th 2018:
Changes on "Ekko Currently"
Changed Affiliate "Teamfighting with Ekko"
Changes on "Runes"
Small-scale Changes on "Pros/Cons"

March 26th 2018:
Added Banners
Rewrote "Laning Phase"
Rewrote "Summoner Spells"
Rewrote "Pros/Cons"

April 4th 2018:
Recoded "Pros/Cons"
Recoded "Summoner Spells"

April 5th 2018:
Rewrote "Runes
Rewrote "Items"

June 28th 2018:
Added "Other Options" under "Summoner Spells"
Added "Other Options" nether "Runes"

July sixth 2018:
Added video "Teamfight - Assasination"

July 9th 2018:
Added champions in "Vs. Champion"

Baronial fifth 2018:
Added Chapter "Protobelt VS. Gunblade"

August 15th 2018:
Changes in "Ekko Currently"

September 30th 2018:
Added Chapter "Tips and Tricks"

November 17th 2018:
Added Champions in "Threats"
Added Champions to new Category "Synergies"

November 17th 2018:
Changes on "Runes" (preseason 9)

March twelfth 2019:
Changes in "Ekko Currently"
Recoded "Tips and Tricks"

April 17th 2019:
Added Champions in "Threats"
Changes on "Runes"

April 28th 2022:
Reworked Guide to Season 12
Added "Lich Blight vs Nashor'due south Tooth" Section

This is the first always Mobafire Guide i did.
I don't take the fourth dimension to complete everything of this Guide, but i will proceed updating it and fill up the missing parts.
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Thanks for reading until the cease, i hope you liked this Guide and learned somewhat.
Voting this Guide would really mean a lot to me and help me to ameliorate the Quality of it.
Please leave a comment and give me feedback on where i tin can better!
Thanks! :)
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©Ekko Rush B

bondhadjembals70.blogspot.com

Source: https://www.mobafire.com/league-of-legends/build/s12-ap-ekko-mid-lane-guide-short-but-detailed-512604

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